/Engine/Source/Editor/UnrealEd/Classes/Factories/TextureFactory.h
class UTextureFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory), public [IImportSettingsParser](API\Editor\UnrealEd\Factories\IImportSettingsParser)
FVector4
AlphaCoverageThresholds
Channel values to compare to when preserving alpha coverage from a mask.
uint32: 1
bAlphaToEmissive
If enabled, link the texture's alpha to the created material's emissive color
uint32: 1
bAlphaToOpacity
If enabled, link the texture's alpha to the created material's opacity
uint32: 1
bAlphaToOpacityMask
If enabled, link the texture's alpha to the created material's opacity mask
uint32: 1
bAlphaToRoughness
If enabled, link the texture's alpha to the created material's specular color
uint32: 1
bCreateMaterial
If enabled, a material will automatically be created for the texture
uint32: 1
bDeferCompression
If enabled, compression is deferred until the texture is saved
bool
bDoScaleMipsForAlphaCoverage
Whether mip RGBA should be scaled to preserve the number of pixels with Value >= AlphaCoverageThresholds
uint32: 1
bFlipNormalMapGreenChannel
If enabled, the texture's green channel will be inverted. This is useful for some normal maps
bool
bIsDoingAReimport
Keep track of if we are doing a reimport
TEnumAsByte< en...
Blending
The blend mode of the created material
uint32: 1
bPreserveBorder
If enabled, preserve the value of border pixels when creating mip-maps
uint32: 1
bRGBToBaseColor
If enabled, link the texture to the created material's base color
uint32: 1
bRGBToEmissive
If enabled, link the texture to the created material's emissive color
uint32: 1
bTwoSided
If enabled, the created material will be two-sided
uint32: 1
bUseHashAsGuid
If enabled, we are using the texture content hash as the guid.
bool
bUseNewMipFilter
Whether to use newer & faster mip generation filter, same quality but produces slightly different results from previous implementation
uint32: 1
bUsingExistingSettings
If enabled, we are using the existing settings for a texture that already existed.
ETextureSourceC...
ColorSpaceMode
Mode for how to determine the color space of the source image.
TEnumAsByte< en...
CompressionSettings
Compression settings for the texture
TEnumAsByte<EA...
HDRImportShouldBeLongLatCubeMap
Store YesAll/NoAll responses:
TEnumAsByte< en...
LODGroup
The group the texture belongs to
TEnumAsByte< en...
MipGenSettings
The mip-map generation settings for the texture; Allows customization of the content of the mip-map chain
uint32: 1
NoAlpha
If enabled, the texture's alpha channel will be discarded during compression
uint32: 1
NoCompression
TEnumAsByte< en...
ShadingModel
The shading model of the created material
FString
UdimRegexPattern
The pattern to use to match UDIM files to indices.